ACF5: Fix final animation being stuck when the cyborg's way to the right is blocked
Fixed with the new maxMoveTime parameter in AnimMove. If cyborg didn't reach its
destination in 7000ms, the move anim is skipped and the sequence just continues.
--- a/ChangeLog.txt Thu Oct 26 22:40:17 2017 +0200
+++ b/ChangeLog.txt Thu Oct 26 22:49:39 2017 +0200
@@ -244,6 +244,7 @@
* Mission 3: All girder crates now have 3 girders each
* Mission 5: Fix crash when skipping animation while the cyborg talks before the 3rd wave of cannibals starts
* Mission 5: Make sure the player can only play with one hog after the cyborg imprisoned the other natives
+ * Mission 5: Fix final animation being stuck if cyborg's way to the left is blocked
* Mission 6: Block off left cave entrance to stop player to just rope all the way around
* Mission 6: Fix mines not being able to get triggered in first turn
* Mission 8: Fix Lua error message at the beginning
--- a/share/hedgewars/Data/Missions/Campaign/A_Classic_Fairytale/backstab.lua Thu Oct 26 22:40:17 2017 +0200
+++ b/share/hedgewars/Data/Missions/Campaign/A_Classic_Fairytale/backstab.lua Thu Oct 26 22:49:39 2017 +0200
@@ -728,7 +728,7 @@
table.insert(wave3DeadAnim, {func = AnimCustomFunction, args = {deployedHog, RestoreCyborg, {}}})
table.insert(wave3DeadAnim, {func = AnimOutOfNowhere, args = {cyborg, 4040, 782}})
table.insert(wave3DeadAnim, {func = AnimSay, args = {cyborg, loc("These primitive people are so funny!"), SAY_THINK, 6500}})
- table.insert(wave3DeadAnim, {func = AnimMove, args = {cyborg, "Right", 4060, 0}})
+ table.insert(wave3DeadAnim, {func = AnimMove, args = {cyborg, "Right", 4060, 0, 7000}})
table.insert(wave3DeadAnim, {func = AnimSwitchHog, args = {deployedHog}})
table.insert(wave3DeadAnim, {func = AnimWait, args = {deployedHog, 1}})
table.insert(wave3DeadAnim, {func = AnimCustomFunction, args = {deployedHog, HideCyborg, {}}})